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rules:houseruled-spells-and-abilities [2019-04-27 20:14] – [Movement and targets] sandra | rules:houseruled-spells-and-abilities [2020-02-13 20:24] – [Movement and targets] sandra | ||
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===== Houseruled Spells & Abilities ===== | ===== Houseruled Spells & Abilities ===== | ||
- | ==== Material components | + | ==== Spells That Make Food Or Light ===== |
+ | |||
+ | Most of these spells have seen a nerf (by me your cruel DM) and the most common nerf is that the spell now requires and consumes components. | ||
The RAW in 5e is that if a material component costs money (like the 300 gp diamond for Revivify), you need to actually have the component. And if the material component doesn' | The RAW in 5e is that if a material component costs money (like the 300 gp diamond for Revivify), you need to actually have the component. And if the material component doesn' | ||
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In the RAW, this already costs 50GP, but then burns forever. | In the RAW, this already costs 50GP, but then burns forever. | ||
- | But now you can put in rubies | + | In the house rule: |
+ | |||
+ | ^ Put in rubies | ||
+ | | 50 GP| 50 hours| | ||
+ | | 100 GP| 100 hours| | ||
+ | | 500 GP| 1000 hours (over a month)| | ||
+ | | 2500 GP| 10000 hours (over a year)| | ||
+ | | 12500 GP| 100000 hours (over a decade)| | ||
+ | | Generally, | ||
+ | |||
+ | Rubies are tiny items regardless of value. Finding that many rubies, or rubies of especially high value, is a quest of its own… | ||
=== Dancing Lights === | === Dancing Lights === | ||
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=== Daylight === | === Daylight === | ||
- | Kept as RAW -- no component | + | No added components. Works like RAW. |
=== Goodberry === | === Goodberry === | ||
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Half the weight compared to a day's ration and feeds ten people instead of one? A good deal for one slot. | Half the weight compared to a day's ration and feeds ten people instead of one? A good deal for one slot. | ||
+ | |||
+ | === Leomund' | ||
+ | Firefly or phosphorescent moss as per Light, or rubies as per Continual Flame. This is only if you want light in there, you can sit in the darkness for free. | ||
=== Light === | === Light === | ||
- | A firefly or phosphorescent moss. A six-pack | + | A firefly or phosphorescent moss. Six uses costs 1 silver and is a small item. If the spell is ended prematurely, |
=== Produce Flame === | === Produce Flame === | ||
Dry balsa wood. A six-pack costs 1 silver and is a small item. | Dry balsa wood. A six-pack costs 1 silver and is a small item. | ||
+ | |||
+ | === Purify Water === | ||
+ | Works normally. | ||
+ | |||
+ | === Create Food and Water === | ||
+ | Can't //reset// starvation days, but //does// count as eating normally for the day. | ||
=== Other food- and light- giving spells === | === Other food- and light- giving spells === | ||
- | Just because I missed them doesn' | + | Just because I missed them doesn' |
==== Movement and targets ==== | ==== Movement and targets ==== | ||
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The general formula is the area divided by five and rounded **up**. Except cones, divide them by ten. And lines, divide them by thirty. So a 100 long line can hit 4 people. | The general formula is the area divided by five and rounded **up**. Except cones, divide them by ten. And lines, divide them by thirty. So a 100 long line can hit 4 people. | ||
- | |||
- | If it has been established explicitly that people are standing unusually far apart, subtract 1d3 and if they stand unusually tight& | ||
Some spells and abilities I've created specific rules for. I do these as we go and so far it's four: | Some spells and abilities I've created specific rules for. I do these as we go and so far it's four: | ||
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=== Healing Spirit === | === Healing Spirit === | ||
- | //(BTW, Healing Spirit saw an official nerf on Crawford' | + | //(We are switching over to Crawford' |
- | * In an ordinary fight, you can move in and out of the spirit using your movement. Remember | + | The amount |
- | * Outside of ordinary fight, only one person per round can be healed. So the ten d6 are divided up among the persons | + | |
- | //(This is neither Haeck's nor Crawford' | + | Unlike our previous house rule, it doesn't have to be just one d6 per round, so it' |
+ | ==== Mending Ammo ==== | ||
+ | |||
+ | [[aiming|You can use " | ||
==== Reactions & countering ==== | ==== Reactions & countering ==== | ||
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Casting " | Casting " | ||
- | If the spell casting is imperceptible (such as Subtle Spell sorcerer ability or Innate Spellcasting monster ability), that means it's also uncounterable! #scragnoth | + | If the spell casting is imperceptible (such as Subtle Spell sorcerer ability or Innate Spellcasting monster ability, if that ability removes all three component requirements), that means it's also uncounterable! #scragnoth |
TL;DR: saying your spell is " | TL;DR: saying your spell is " | ||
+ | |||
+ | ==== Moments of Serendipity ==== | ||
+ | |||
+ | School of Divination' | ||
+ | ==== Wall of Force ==== | ||
+ | |||
+ | This spell is changed so that | ||
+ | |||
+ | * You can't telefrag enemies with it | ||
+ | * You can't squeeze them between the wall and another object, wall, or floor. | ||
+ | * You can push them prone but they can crawl out | ||
+ | * If you want to keep them trapped in there, use the Dome shape. Two medium (or smaller) targets or one large target. | ||
+ | |||
+ | ==== Find Familiar ==== | ||
+ | |||
+ | The PHB says “the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast”. For Zakharan characters, the familiar is instead always an elemental instead of its normal type. | ||
+ | |||
+ | |||
+ | ==== First Round of Combat ==== | ||
+ | |||
+ | So we don't really use " | ||
+ | |||
+ | So don't worry, even if things happen in no particular order in the chaos of battle, | ||
+ | these tally marks make it so that everyone gets the same amount of turns. | ||
+ | |||
+ | If Bob has one tally mark from taking a turn, and Alice has three (from taking two turns and then dodging once); Bob will get to act before Alice does. | ||
+ | |||
+ | There are things that work in the first round of combat, like Assassinate (Assassin subclass feature) and Dread Ambusher (Gloom Stalker subclass feature). | ||
+ | |||
+ | But reading them closely I see that they don't refer to rounds, they refer to turns, making them easier to understand even with our system. | ||
+ | |||
+ | === Assassinate === | ||
+ | |||
+ | "Any creature who hasn't taken a turn yet" counts main actions obv, dodging or being surprised don't make you immune to assassination. | ||
+ | |||
+ | === Dread Ambusher === | ||
+ | |||
+ | "At the start of your first turn of each combat" | ||
==== Climbing ==== | ==== Climbing ==== | ||
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At 13th level, you no longer have to create personas for your Infiltration Expertise, you learn to replace pre-existing people, body snatcher style. You need to study them for at least three hours. This doesn' | At 13th level, you no longer have to create personas for your Infiltration Expertise, you learn to replace pre-existing people, body snatcher style. You need to study them for at least three hours. This doesn' | ||
+ | ==== Rakish Audacity Initiative ==== | ||
+ | |||
+ | - Light? If equal, | ||
+ | - Rakish Audacity or other class ability? If equal, | ||
+ | - Home turf | ||
==== Rogue tool expertise ==== | ==== Rogue tool expertise ==== | ||
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Changed so it works with [[ability-check-proficiency# | Changed so it works with [[ability-check-proficiency# | ||
+ | |||
+ |